Note to the ones that needs it: I hade a bug that didn't manifest before much later in the series. In the AddToStack function input, the Quantity and not the Index was plugged into the Get Content nodes at the beginning. The AddToInventory worked, but the first inventory slot was bugged when picking up items. Great tutorial, Ryan. Thanks a lot!
@Lalilonde3 ай бұрын
wow im so grateful, exactly wanted to rewatch the video to find out what was the problem that it starts from second slot! you saved my time and its priceless
@charlesinterface2 ай бұрын
So quantity must be connected to the Get Content node or not?
@Lalilonde2 ай бұрын
@@charlesinterface yup switch them
@wpgngaming-videos88819 күн бұрын
@@Lalilonde Mine it doesnt seem to matter, it skips the first inventory slot either way =/
@Piddemannen7 ай бұрын
19:48 I feel like making the interface "Interact with" function dependant on the BP player character is a big "please don't do that" moment; much better to pass an actor value into it then get component by class. It seems better practice as then it is no longer dependant on BP Player Character and can be used for any player character blueprint or in a plugin.
@hencytjoe Жыл бұрын
I'm a beginner at this in Unreal, and this is unbelievable. It's genuinely difficult to understand what each piece does but I'm learning. Thank you so much for doing this, I'm truly impressed. This is a massive assistance in the journey. Liking it very much so far, and it's super fun. :)
@CronicGaming94 Жыл бұрын
you'll get there lol i've been learning for a few years and inventory systems are incredibly tough.
@RyanLaley Жыл бұрын
Glad it helped!
@GrumpyGillsFishing3 ай бұрын
@@CronicGaming94for real though, I’ve been able to build an entire game in a day, yet the inventory itself got me hung up for multiple days lol
@studiobaxter1242 Жыл бұрын
Thanks Ryan, as a beginner this is the hardest thing I've done so far but it's working.
@papi_papillon10 ай бұрын
For anyone wondering about the inventory size, remember you can change the number of slots in your character inventory component. eg: thirdpersoncharacter -> InventorySystem -> Inventory Size 16
@miladyghost10 ай бұрын
You saved my life, I forgot where this was lol. Thanks so much.
@thiccchanka27525 ай бұрын
Wow thanks!
@electronicinfection4 ай бұрын
This doesn't work for me, i have to add empty content array elements. Otherwise i don't see any slots. Did i miss something?
@papi_papillon4 ай бұрын
@@electronicinfection Not sure why that is happening, to be honest I haven’t worked on this for a while. I would rewatch Part 4 and make sure the InventorySystem is setup properly.
@arkham666 Жыл бұрын
I'm not sure what blows my mind more, how complex that was or the fact I was more or less able to follow it. There's no way I could make this myself from scratch but between what I've learnt already and your way of teaching this is getting through to me. I'll probably have to write this all down somewhere though.
@raulalaris6 ай бұрын
It's crazy how fast you work and can keep yourself organized, I struggle to keep up while following along as I don't understand everything your doing exactly. Can't wait to reach that level of understanding. This definitely feels like an intermediate tutorial coming from a beginner with not much fundamental understanding of blueprints.
@Lee_Hall Жыл бұрын
Coming from a mostly Unity background, but have dabbled with Unreal a few times and love what it has to offer I decided to pick up learning Unreal again and picked up this series. A lot to take in, I'm sure I'll have forgotten a lot of it by the end, but great series and looking forward to working through the rest then on to your surival series. Despite this series being a little old now, it's great to see that you are still pumping out tutorials. Looking forward to watching them.
@alex-qn5xp Жыл бұрын
Doing stuff over and over again is how you learn, you aren't supposed to remember it all first time so don't worry. I hope your project goes well.
@Vahsir78 ай бұрын
This tutorial works. I tried on UE 5.3 just make sure you connect all pins properly dont miss any false branch pins
@Kevinix-cf4tj Жыл бұрын
it doesn't work for me, the item doesn't get added to the inventory
@spierizАй бұрын
For me the issue was that I forgot to set inputs for inventory add action around 20:50. After that it works correctly on 5.4.4.
@drinfinity4 Жыл бұрын
if anyone is having replication troubles on the inventory window. Make sure that in your inventory component check the sever interact and make sure at the end you follow exactly as he did by casting to the player character and making it a pure cast and then put get owner on it. if you use just a player character reference node it will only show items on server side.
@ancientnestsoftware Жыл бұрын
Im having that issue too. Where do you put the get owner?
@multikolor998515 күн бұрын
You're a genius Ryan, thanks for the great videos!
@springcar26 күн бұрын
awesome magic tutorials ! god bless your work
@junkoenoshima700710 ай бұрын
tks u soooooooo much, my brain is now melting but i really enjoyed that
@dragonisomega47652 жыл бұрын
Great work! If you are having the same issue I was at (12:00 in the video) When you are adding quantity check also add an ItemID check of blank. When Unreal Engine adds or expands the Inventory array it adds " " quantity 1.
@rayaankhot67802 жыл бұрын
what exactly do you mean? "When you are adding quantity check also add an ItemID check of blank"
@rayaankhot67802 жыл бұрын
I'm having tha same problem, when you add a new item the quantity shows up as 2 instead of 1
@rayaankhot67802 жыл бұрын
all other features are working properly
@rayaankhot67802 жыл бұрын
nvm figured it out
@P1zzaJim Жыл бұрын
@@rayaankhot6780 Would u be willing to share how to fix it?
@bellarose6310 Жыл бұрын
I cannot pick up anything because my Content Array is of size 0. Was I supposed to be setting that to not be 0 somewhere? EDIT: I ended up going to my Character BP's BeginPlay and doing a "Resize" on the Content to the size of that InventorySize variable and it worked.
@marie-pierneault103511 ай бұрын
StackSize is defined in ItemData file.
@t3hPoundcake2 жыл бұрын
I added two test items to my project, a pistol with a stack size of 1 and a rifle magazine with a stack size of 6, I can pick up both items and everything on either the server or client, but it seems to not go into a new slots and instead overwrites slot 0, it does stack correctly though. I can't seem to figure out where the bug is. Did you test for this case as well with multiple items up to this point?
@t3hPoundcake2 жыл бұрын
SOLVED: For anyone who might have the same issue, I forgot to connect "Empty Index" from the Any Empty Slots Available function inside Create New Stack to the Index node of the Set Array Element.
@mentallyderangeddude Жыл бұрын
@@t3hPoundcake Thanks bro, i made the same mistake, u saved me from having to go through the entire video again
@WestinsWorldStudio Жыл бұрын
Thank you! I also overlooked this part of the video.
@buddys817011 ай бұрын
THANKS!!
@MrSobyn10 ай бұрын
I had a similar-ish problem, but for a different reason. Picking up more than one of the same item reset its quantity to 0. The issue was an oversight on my part; I had forgotten to plug in a node. In the "InventorySystem" component --> "Add to Stack" function, double-check that the "Addition" node that adds the "GET" node with "Quantity" is plugged into "Make FSlotStruct". In my case, it wasn't, and fixed my issue right away.
@Kaazan3 ай бұрын
I wonder if anyone can help me with something. at 4:13 i open Break FSlotStruct, but the ItemID and Quantity appears as booleans, not name and integer. Can someone help me pls? Thanks!
@Cucumb_2 ай бұрын
(If you didn't figure it out already), The only thing I could think of that could cause this is that you didn't change the types in the FSlotStruct, hope that helps :)
@wildmillardz8934 Жыл бұрын
Around 19:45 you add character bp, if im using my own character bp i assume i use that bp, however the question is what if i have multiple characters the player can choose from? do i need to add multiuple bp to it? or is that an entire different topic alone?
@snokalo208 Жыл бұрын
If you use the same parent class for all your characters and have the inventory system component in the parent then you should just be able to add the parent.
@l0m-dev Жыл бұрын
For the type select Actor and in Server_Interact use Get Component by Class from that actor.
@miguelgarcia-yn8mn8 ай бұрын
On item data component next to destroy actor there is a pin named target actor and have get owner but on my pc appears error to get owner target is actor as a return value on 20:49 min when I am trying to compile
@andrewmccoy2547 Жыл бұрын
Hey Ryan, your videos are a great help. Thank you!
@TwinZ03PGK Жыл бұрын
hi I need help when I pick up a object with server character it show that I add it to the debug print sting inventory but when I pick up the object with the client character it don't show in the debug print sting inventory. thanks
@gav7618 Жыл бұрын
I have the same issue
@lndrs Жыл бұрын
Enable component replicates in BP_FirstPersonCharacter
@goodnight3724 Жыл бұрын
did u manage to fix this?
@zacharychapman7321 Жыл бұрын
Not sure if you are still trying to figure this out but my problem was the variable content was not set to replicate, so it may be one of the variables causing the problem for you as well
@BlueBeam10 Жыл бұрын
You guys need to replicate the object you want to pick. If not, the pick option will work from server but clients won't see the item disappear.
@warner3224 Жыл бұрын
I've stumbled upon some problems, but fixed them so I'll leave fixes for others. Maybe it will help somebody: 1) If you connect "Local Quantity Remaining" variable to return node and get compilation error just change output name in return node to different one. You can't have same name in output as in variable (I.E. Variable name is "Quantity Remaining" and output name is "Quantity Remaining" - it will throw error and won't let you compile) 2) If you have problem with items stacking (first item is in correct slot in new stack, but others will go to the next one and will be displayed as "None") check your "Find Slot" function. Probably you have connected Quantity instead of Array Index to the return node (like me). 3) In "Add to inventory" function DON'T FORGET TO NEGATE "Local Has Failed" variable. Otherwise output will be different and it will bug out (add "NOT BOOLEAN" node after getting "Local Has Failed") 4) DO NOT - and I will say it again - DO NOT REMOVE ITEM BEFORE ADDING TO INVENTORY! It's not like it will crash your game, but from gameplay perspective if your inventory is full and item dissappears anyway is pretty bad, right? First try to add to inventory and THEN remove item. For now that's all i've got.
@JAYDEGARROW Жыл бұрын
so what about adding an item after inventory is full? it crashes and detects infinite loop in the 'add to inventory' function
@Classymarc11 ай бұрын
Your number 1 tip helped me, thank you dude. Don't understand why it doesn't break in the video though.
@peixinhong81369 ай бұрын
I have the same second problem, but I didn't make the connection error. when I add the first item, it goes into the first stack, but when I take the second, it disappears and writes "NONe 1". when I take the third same item it goes into slot 2 and starts again at one, then if I add the same item again it counts correctly, but in slot two.
@livaialt99788 ай бұрын
@@peixinhong8136 Did you solve the problem? I'm repeating all the videos, but apparently I didn't make any connection errors
@sami444L7 ай бұрын
@@livaialt9978 Its the add to stack function not the find slot function. Get the index of the slot instead of the quantity and from that index youll get the quantity
@Geldyy10 ай бұрын
19:47 I can't select any first person character related "items" there? Do anyone know a solution to that, or the mistake i made?
@karolwisnia5964 Жыл бұрын
Can someone help me? I do everything like in the video but when I press "E" it doesn't destroy. Im using UE 5.2 third person character
@WestinsWorldStudio Жыл бұрын
I am also using this tut with third person character 5.2. But mine is for a single player. If yours is single player, expand the comment thread from Ep. 4 of this series by @nuutia779. and see @ChezComics resolution. The series is working for me up to this point. Goodluck!
@f.e.creation79509 ай бұрын
you can use a map instead of a array, so you don't need to find a slot (better performance in this case)
@stephennichols23107 ай бұрын
You can but the first element of a Map has to be unique so you wouldn't be able to have more than one of any item in there.
@Petitsinge25 Жыл бұрын
Wow this one was tough !
@GamesbyArtemise2 ай бұрын
15:12 At this point it doesn't not have the purple option for get Item ID... i looked over everything and I cant figure out the issue. Can someone advise on possibilities, i might have missed. (EDIT) I figured it out. I name mine differently. been so focused, i forgot that. LMAOOOO!
@JSilverfoot Жыл бұрын
I did this in 5.3 and once completed my input no longer picked up or destroyed the test item (It worked after Part 4). I have no clue what is wrong, I've gone through this video and followed it perfectly multiple times. Any ideas? Because 5.3 uses Enhanced Input, I had to use that instead, but it was working after the previous video. Please help!
@ancientnestsoftware Жыл бұрын
me too
@ancientnestsoftware Жыл бұрын
@@alex-qn5xp thanks yea that also happened to me lol
@Dnf_Jeff9 ай бұрын
Unlikely to see this. worth a shot. When I debup print my inventory 15:36 ish, Im getting item name "none". I think its in the create new stack but im still looking. Idk
@Dnf_Jeff9 ай бұрын
Got it. I missed a branch in Find Slot function. If new item == inventory items, etc.
@muqtada66112 жыл бұрын
Please we need crafting system in this inventory system 🥰
@MasterSifou2 жыл бұрын
watch the inventory query video and then use that(find item required) + add to inventoy (add the crafted item)+ remove item(remove requirment items) and bam you got a crafting system
@bdcollecter2 жыл бұрын
Say I had multiple items in my Data Table I wanted to add. Where do I tell the "Add to Inventory" the correct Name ID. I've got quite far through this entire tutorial series and i'm just going back adding extras, but can't for the life of me figure this out!
@johnhuynh7741 Жыл бұрын
Are the items a child of the Test Item? If so, I believe you can set up the item information in there from the default scene root and set the information to the other item. Check if it does update when you put it down in the world. Let me know what happens?
@marcomoutinho.gamedev Жыл бұрын
I have a problem and i can't figure out. Estou no UE4 no InventoryDataComponent the Is Valid returns Not Valid...Pls I cant figure this out, idk what´s happening... (20:00)
@TobyAlmond Жыл бұрын
I got the same problem. The solution is you have to type in: addtoinventory (inventorycomponent) then it will do it correct.
@jameshall3301 Жыл бұрын
I have a problem and would be very happy if someone could help me. I can´t change the size of the inventory. The event begin play does fire but the node resize does nothing. I also believe its not even working in the vid, you cansee at 23:29 that the invSize is at 0 but he has 16 slots, wich is also the size my inventory is stuck at.
@callmeleo93439 ай бұрын
I was wondering the same thing, did you find a way to solve it?
@jameshall33019 ай бұрын
@@callmeleo9343 sadly no...
@callmeleo93439 ай бұрын
@@jameshall3301 Found it : thirdpersoncharacter -> InventorySystem -> Inventory Size 16
@Cucumb_2 ай бұрын
Hmm, you can also change the inventory size in your Character Blueprint, maybe it's still at 16?
@ChanceBrunton Жыл бұрын
Would it be better performance-wise to do the math to add enough items to complete the stacks and calculate remainders instead of adding one item at a time?
@mushmello52611 ай бұрын
I think that doesn't really matter computing wise. You won't pick up thousands of items constantly within seconds. I think in a normal gameplay you might pick up only one item every now and then anyway. You could add a stack of like a thousand items into your level, add a "print" at the end of your nodes and see how long it takes from interaction to "print" AlsoI don't think it's that big of a deal, but imagine it takes like a second, and in the meantime someone gives you an item with a console command you might add. As the function checks the quantity every time you might avoid an error. Imagine you could add 10 more items, and someone gives you one while it calculates. Then you can only add 9 more, but the function adds 10. Shouldn't really happen, but that makes the chance of it even slimmer when it's just 1 item to add every time, which is much faster to calculate per instance
@darrenj.griffiths9507 Жыл бұрын
Any reason why my client's items are going into the server's inventory and not in its own???
@qwertalion3597 Жыл бұрын
I have a problem with a client. I did everything on video. On the server everything works as it should, but on the client it gives ( Client 1: 0: None = 0 ). Where did I miss what?
@thatfancyguy869 Жыл бұрын
Had a similar issue, my fix was in the "AddtoInventory" tab in "InventorySystem" I forgot to attach the Find Slot function's "Found Slot" bool to the branch, so it defaulted to true and seemed to keep adding to a stack that didn't exist.
@kasokov58142 ай бұрын
I ran into this same issue. For myself, the fix came down from video #3 in this video. At the moment where he determins the default values of variables (ItemID) and (Quantity), I neglected this initially. This is important though. For (ItemID), there has to be a default value that the code will reference. Select the Item_Data table created early as the default value. And for the default quantity, it has to be a value of "1" just as he does in the video. If this value is at "0" as I had it, It will add by a value of zero. In other words... It wont add anything. I fixed those two defaults and it works beautifully for my client now. Hope this helps. If it does, it means my hour and 15 minutes was spent well I suppose.
@zokagames48052 жыл бұрын
hi i did everything in videos from part 1 to part 5 the problem is when i pickup the item it does nothing (the cube ) i checked every thing 3 times and i cant find the error . by the way i am using UE 5.1 third person character
@DangerFishing2 жыл бұрын
I had to put my destroy item inside the item component! Not sure where yours is, but I had to do some tweaking as well to get it to work
@MightyPinecone Жыл бұрын
@@DangerFishing inside item data component? or inside the item blueprint? i"m stuck at this problem too.
@DangerFishing Жыл бұрын
@@MightyPinecone after im off work ill go thru and see what i did
@MightyPinecone Жыл бұрын
@@DangerFishing thank you. Everything works great up until this point. I even added a few startup items on my character and they appear in my widget, but I can’t seem to pick up the item from the level.
@DangerFishing Жыл бұрын
@@MightyPinecone do you have discord?
@pengukim3 ай бұрын
It's so odd, so when it comes to adding the item to my inventory, it just doesn't work. Doesn't destroy the actor or put it in the inventory. I've rewatched the video, all my code is the same, I redid the code fresh on the interact event in the item data component to see if that made a difference. And nothing. But when I revert the code to how it was before the add to inventory function and its connected directly to destroy actor, it destroys the actor. There's something going on with either the Branch or Is Valid node but I don't know what it is. Everything is built the same so I'm not sure what's going wrong :s "Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_Player_Character". Node: Branch Graph: IsValid Function: Execute Ubergraph Item Data Component Blueprint: ItemDataComponent" Anyone got any ideas?
@PlayAspectOfficial2 ай бұрын
I have the same issue too
@Jonas-sg1eo6 ай бұрын
why are you adding while loop instead of just checking if item exsist inside array and if it does check stack size and increase stack size with quantity number ?
@plaguedocphd3 ай бұрын
So if I have 2 apples and add 5 with a limit of 5, I get a second apples icon with 5, so I have one with 2 and one with 5. I thought it should leave me with one inventory item at full capacity (5) and one world item with 2. Am I missing something?
@ilariagiuliodori Жыл бұрын
I don't understand why when I put Input Quantity as integral then on Find Slot - Break FSlotStruct the quantity becomes a name
@delliott91627 ай бұрын
I did everything here and even re-watched this video to make sure I had everything correct but now when I go to "play" and go to pick up the item its not letting me pick it up on either "Client" or "Server" sides. I am not sure what I did wrong. Any help would be great. Thank you.
@willleung60329 ай бұрын
Thank you this is amazing!!!
@1DollarGames-vq7ie6 ай бұрын
i have an issue with the quantity i just go back here from part 7 i tried to this for offline only but the mai nproblem here is whenever i pick up multiple apple the quantity didn't change it stays at 1
@bigsylph7231 Жыл бұрын
I have a few Bugs 1. When i pickup multiple items it skips the first slot and adds them to the second slot but with 2 less items 2. slot 1 only seems to get a max stack size of 1 while the other slots have the 12 i set as the max stack size 3. once a stack has been filled future items are added as stacks instead as the individual items (for example picking up 3 items after filling a stack ands 3 stacks instead of 3 items to the next stack) Any help would be much apreciated
@WaxBitz Жыл бұрын
I had somewhat the same problem, the issue for me was in Add to Stack function. When I added Content "Get" I accidentally dragged "Quantity" to get "Get" integer while I needed to drag Index (As shown in 10:12). Hope it helps!
@OneMetalViking Жыл бұрын
@@WaxBitz Thanks for that
@NuhgitKyng Жыл бұрын
Yo this fucking saved me thank you g. I've done this before and troubleshot my own problem's. But my file corrupted and i have to do it again, and i couldn't fucking figure out why my print string was bugging, rewatched the whole video, and exactly as you said, 10:12 was my problem, i feel so stupid. @@WaxBitz
@peixinhong81369 ай бұрын
@@WaxBitz thanks you save my life
@jesseyules11 ай бұрын
Problem: My variables for the icon widget are stuck closed. I can't get the eye icon to open to make them public. Am I missing something?
@ademkoluk5047 Жыл бұрын
Thank you so much
@jordanolson88149 ай бұрын
The first apple I pick up counts as two apples, but if I put multiple copies of the apple test object and pick them up after the first object they count as 1... No idea what's going on. I've been hard stuck with some issue since I'm using 3rd person instead of 1st and finally got through it, so i'm just moving on. lol.
@thehourman37 Жыл бұрын
I've got a problem with mine. I followed yours step by step (except I used a radius around my character instead of a forward vector for the trace since I'm third person and I made items automatically get picked up during the tick event rather than when I press a button.) My problem is that when I pick up an item, the quantity goes to 1 as it should, but then if I pick up another of the same item, the quantity goes to 0 and will stay at 0 even if I pick up more.
@joshuawolford5808 Жыл бұрын
You ever figure this out? I am having same issue.
@BlueBeam10 Жыл бұрын
@@joshuawolford5808Probably this -1 thing he did. I thought it looked dodgy...
@marie-pierneault103511 ай бұрын
The -1 is to distinguished from 0. 0 = there is no item, -1 item, never heard about it. I am also uusing the third person player and I am not about the get any increment...Did you guys manage something? @joshuawolford5808@@BlueBeam10
@marie-pierneault103511 ай бұрын
Nevermind, I found my mistake, I haven't connect the Quantity variable in Create Function (Make FSlotStruct). It works now. :D But effectively the problem of TheHourman is probably occuring in the AnyEmptySlotsAvailable function @@BlueBeam10
@mushmello52611 ай бұрын
Have you tried debugging? Press F9 on a selected Blueprint and in the menu bar of the editor "Debug -> Blueprint Debugger" The game halts at the breakpoint and you can jump to the next node with F10, checking what changes
@vizorsnix Жыл бұрын
Thank you!!
@halfsack71174 ай бұрын
need help! client no longer destroys item after adding to inventory :(
@AceExoticZ2 ай бұрын
Whenever I pickup multiple of the same object, it just makes a new stack. the max stack size for apples is set to ten, however, if I were to pick up ten apples, there would be ten separate stacks of 1.. does anyone know a fix?
@sqribe2 жыл бұрын
with inventory 0, why does it add 16 slots to the inventory? I don't understand that. It does, but that doesn't seem to make much sense to me?
@t3hPoundcake2 жыл бұрын
If you're referring to the Event Begin Play step toward the end, he's setting the size to the variable inventory size, which in a previous video he changed the default value to be 16, so the player has 16 inventory slots by default.
@sqribe2 жыл бұрын
@@t3hPoundcake Thanks for clarification,, i did end up figuring that out, lol, I was doing this tutorial at the same time as the UMD game controller tutorial series, so i was getting confused on when that variable was set. after going back a second time I figured it out tho.
@jameshall3301 Жыл бұрын
@@t3hPoundcakeAt 23:29 you can see that the default value of invSize is at 0, i have the issue that i cant resize the inventory in this code
@sqribe2 жыл бұрын
I can only seem to add 1 type of item before running out of slots...i'm sure i've missed something easy and small, but when I put different items (say, handgun and rifle and health) out, i can only pick up one item type. So if i pick up a handgun, the rifle and health register as no slots (i put a print string to tell me when no slots in ItemDataComponent). If i put 4 health down (stack size 5) i can pick up all 4 health, but no rifle or pistol. It's like it only has 1 row?
@sqribe2 жыл бұрын
im dumb. i missed the resize of the array in begin play of inventorycomponent.
@ruserious9696 ай бұрын
Mine is working on the server side but not on the client side. I have checked everything multiple times but I still can't find the problem. Does anyone know what the problem might be?
@justinmiguel4630 Жыл бұрын
OK I tried doing exactly what you said Ryan but for some reason when I pick up the item and check to see if I'm the only one picking it up it shows up as 2 apples that ive picked up instead of 1
@JASG-gamedev11 ай бұрын
Is the Quantity in the Test Item BP set to 2? Because this is setting the pick up value, as to where the stack size is set in the Data Table.
@PraiseMore2 жыл бұрын
So I have an issue... I'm having a issue with stacking. If I move the item over one slot, and try to pick up the item, it picks it up but if I leave that there and try to pick up another item, it removes all the items from the inventory? If I move my stacksize of 10 over one and pick another one up, it says 1 but if I pick up another one, it goes to 11 and if I pick up another one, it goes back down to 1... I've been stuck on this for so long and I've rewatched all the videos like twice lol
@ren15382 жыл бұрын
Hey. The video creator makes fail in the Inventory System BluePrint. In Add To inventory function you have branch with condition '>'. Then you return -1 when it false. Just remove the false thing. I had the same issue and studied eveyrthing once again and found it. Don't know if he fixes it later.
@neckoo47832 жыл бұрын
@@ren1538 Hi, looks like I have the same problem. I went through your post several times but can't find something like this in 'Add to Inventory' Function could you take another look at it? Please
@ren15382 жыл бұрын
@@neckoo4783 Go to function FindSlot. Make sure that you have only 2 return statment. 1 should be when you find the slot, second one when loop is done. As I remember ha made one more return loop which you have to delete
@neckoo47832 жыл бұрын
@@ren1538 I have only this two return nodes :/. Still Thank you for your reply.
@ren15382 жыл бұрын
@@neckoo4783 I will check once more the code. I am sure he have made some mistake cause I had to repair it by myself too. I will rewrite blueprint and let you know where the problem was
@gazelle8781 Жыл бұрын
God your tutorials are helpful! Thank you for all of this!
@dankelpuff8381 Жыл бұрын
I think your tutorial is by far the best one I've seen so far on inventories but a few things about it bother me. 1) Wouldn't it be preferable to pass the whole itemStruct that defines each item rather than just the name and amount when picking up the item? That way you can retain more information allowing more generic use cases and implementation of more complex items such as "weapons that have durability" or "armor that has rarity" rather than only amount and name. It would also simplify a bunch of things like the function "Create New Stack" would only contain the "set array element" node putting the item struct directly into content. 2) Why add each item one at a time rather than calculating how many to add all at once? Is it preferable to do it one at a time? Does adding all at once lead to more problems? 3) Why have the item itself be defined by a component rather than a generic "interactable" bp? Is that to allow the ability to enable/disable pickup of all kinds of world objects by simply attaching the component to the actor?
@ashleyroesler476211 ай бұрын
I have these same questions :O
@mushmello52611 ай бұрын
At least for 2 I think it makes not thaat big of a difference. If you pick up an item, what will you pick up? Usually 1, maybe a few items. Even if you pick up 1000 at a time, there shouldn't be any noticable difference. I think that approach works better for much larger quantities, especially as you are not constantly picking up items Edit: For 1 you could say it takes up less RAM. You only need the ID and the quantity and create the Item if needed. The inventory doesn't contain the item itself, but more of a much smaller "recipe" that gets made when the item needs to spawn in the world. I haven't made calculations, but let's say your item struct has a size of 100kb, but the name only has a size of 10 plus 4 for the integer. So if you have a full inventory of 16 slots, you would have 14*16=224kb item info, instead of 100*16=1600. Sure, it's not that much, but in the end it also makes the game smoother when accessing RAM
@tremeloandtriplets10 ай бұрын
RE: #2 i think he did it this way because its easier to explain. you can see how many other commenters are having trouble following as it is. you're right though, a more efficient method would be to fill to stack size for each matching entry and then fill to stack size on empty nodes until you either run out of space or remaining items to place
@kzltilki6716 Жыл бұрын
Thank you
@fudgewhistle8519 Жыл бұрын
Doesn't work. Please help
@coriolisgaspard5 ай бұрын
I'm running into a problem where the TEST cube spawns twice at the same place and is destroyed only after I pick up both of them
@coriolisgaspard5 ай бұрын
Don't mind - I'm blind. I forgot to check Success :D
@SynSableVT Жыл бұрын
Very helpful tutorial so far, but I do have a few questions/issues if that's alright. 1) My game doesn't utilize stack sizes, but instead each slot has only 1 item with a Quality value instead. When I try and follow your debug to post the inventory, I get 'None' as the value and I'm getting Blueprint Runtime Errors. 2) If I wanted to use an inventory system with different category tabs, would it still be implemented in one inventory system or would I need a separate actor component for each component? 3) If you have a lot of items, couldn't you theoretically make a separate data table for each category of items (ex: light armor, materials, consumables, etc)? Thanks again in advance for any help!!
@EMBakie Жыл бұрын
Question 2) A little late, but I had the same question in my head doing this, and maybe that would be a solution. I mean, it would be the same code, but use a different component. The only thing separating them would maybe be the widget to switch between the two inventories. But then that ties into your third question. You'd have to make separate data tables for each "system"/ category. Seems legit to me, but I guess we could also switch out the data tables in "Get max Stack" function (so u have multiple pure functions for each category) , then copy and paste all the code from "Find slot", turn it into find "Consumables slot, armor, materials, etc.". But idk that doesn't seem possible the more I think about it...because I feel it would have to be some sort of branch or something that checks for each loop idk lol. Just me guessing because idk what the heck I'm doing yet
@calebcunningham13662 ай бұрын
I have a weird bug where the item doesn't get destroyed until all my inventory slots are filled up. Does anyone know why or what can fix it? (Edit: If you change the inventory size on the inventory when initializing it it will freak out.)
@aarona3037 Жыл бұрын
Hello all I'm new to all this and finding videos on these topics are hard to come by in such detail, but after some looking the problem for those who cannot pick up items after completing this video read on....... this would be due to the condition pass through find slot, in(Inventory System > Add To Inventory > Found Slot) The issue is the found slot condition (This is a staking issue)
@ZAPcon Жыл бұрын
Hi, I followed print string to this same area of the blueprints. Is there a fix for this? I am trying to figure it still. What exactly do you mean by the Found Slot "condition"? Thank you by the way!
@A.D.A.M.411 Жыл бұрын
Same Here.... Any luck finding how to fix this? I tracked it down threw print strings to the same area i think and now im like great...lol@@ZAPcon
@BlueBeam10 Жыл бұрын
Is it me or he completely messed up the part where max stack size (inventory size) and the item slot size (Stack Size) around 6:34 ? Why would you name maxStackSize a function that actually check the stacksize of the item and not the maxstacksize of the inventory?? Then why would you compare quantity with the size of the item? The quantity isn't necessarly the same value as the maxinventorysize wtf? Shouldn't it be instead, maxinventorysize - quantity and then compare itemstacksize with the remaining quantity of the previous operation??
@prakulsingla136311 ай бұрын
can someone explain to me what is the function "any empty slots available?" doing?
@mushmello52611 ай бұрын
Your "Content" is a list of available slots, basically a list with space for items. Then it checks every slot if there is anything in it, if not (Quantity == 0), that slot is empty and it returns the index. Else, it outputs -1. Let's say your inventory has an item in the first slot (Slot 0 in the list, lists begin with 0), but nothing in the second one, the quantity in the second slot is 0, so it outputs that index. . So Slot 0 has an item in it, Slot 1 hasn't, so it outputs 1. Now you can add an item to that index. In further logic you can say that if it outputs -1, then you know no slot is empty, so you cannot add a new stack, and so on
@PierreLeCann Жыл бұрын
Hi everyone, I'm trying to do this inventory system but without all the multiplayer stuff. Is it possible to trigger the "LookAt" and "InteractWith" functions directly from inside my Character Blueprint (with "onComponentBeginOverlap" for example) ?
@gabrielchinaglia92876 ай бұрын
It is possible, but I recomend you to do the interactions with RAY CAST instead of Overlaps, it will give you some troubles as you develop your project. And the RAY CAST you can do it with the "Line Trace by Channel". Hope it helps.
@prakulsingla1363 Жыл бұрын
I am having a problem with adding items to an existing stack. insted of adding to an existing stack, it creates a new stack. please help
@Steelersfan355 Жыл бұрын
if you haven't already solved it. If you have a max stack size int and a regular stack size int in the get max stack size function switch out the stack size with the max stack size in the break item struct
@TheWeeky Жыл бұрын
@@Steelersfan355 i know it's been 4 months since this but i will reply anyway in case anyone else is having this issue. I had the same issue and what solved it was going to "InventorySystem -> Find Slot" and in the very last Return Node i had Found Slot unchecked, i checked it and now the items finally stack up as i pick them up, instead of being put into brand new slots
@raulalaris6 ай бұрын
So everything worked except when I run the debug it doesn't list the item as 'apple' but as 'none=1'
@streak2565 ай бұрын
I ran into this issue as well. Did you find the cause?
@raulalaris5 ай бұрын
@@streak256 it’s been a while I’ll have to open up my project and see if it’s working.
@streak2565 ай бұрын
@@raulalaris I actually figured mine out, lmk if you need help with yours
@Sajkell_110 ай бұрын
thats really helpfull but i got one problem with that. When i press 1 then i got info server 0 = 1 lever server 1 = 1 lever... what did i wrong? XD
@ssneakyandfriends1626 Жыл бұрын
i'll try fully finishing this but i'm getting the Error: "Blueprint Runtime Error: "Accessed None trying to read property K2Node_Event_PlayerCharacter". Node: Branch Graph: IsValid Function: Execute Ubergraph Item Data Comp Blueprint: ItemDataComp"
@Lee_Hall Жыл бұрын
Not sure if you resolved your issue, its cause by the player character not being set on Interact With. See around the 23 minute mark.
@ssneakyandfriends1626 Жыл бұрын
for some reason the E key now refuses to work when it comes to picking stuff up. idk when this happened cause i'm at part 9, though i have to redo part 8 now because i decided to back track when trying to figure out what's causing it. anyways since i cannot figure out why it's not working i'll just label the E key as haunted (insert TF2 Halloween boss defeat sfx)
@TheWeeky Жыл бұрын
@@Lee_Hall i realized that it always defaulted to Get Owner with "Target is Actor", i changed it to the one with "Target is Actor Component" and now i have no idea what to plug in Target, can't compile without that
@TheWeeky Жыл бұрын
quickest update: a few google searches and seems like i had to connect Inventory System to Target (working in UE5.3 version and this part of the code has to be inside the player blueprint so that's probably the issue)
@DarksCooding8 ай бұрын
Weird bug i cant seem to fix whatever i do: 1. Pick up 1 item and it works 2. Pick up another of that item and they both dissapear 3. Pick up another of that item it all works perfectly 4. Pick up a different item after that. It converts it into the first item???
@buga1258 ай бұрын
I've had the same problem and was scrolling to find the solution - if you by any chance didn't fix it, I just found the problem - it was in Add to Stack function, I connected Quantity into the GET node instead of Index. The only thing this proved to me was how lost I was on the GET node, I don't get how that works at all and that's why I don't understand why it would glitch in this exact way by always getting index of 1 lmao
@DarksCooding8 ай бұрын
@@buga125 yeah thank you for the comment i found it like a day before you commented by just trying to figure out where it was going wrong and just rechecking everything. At least if someone else has the problem they have a solution now xD
@AceExoticZ3 ай бұрын
When I go to pickup my object, it doesn't delete, however the item correctly shows the correct amount in the Debug. I was half asleep doing this episode, and I dont really understand what I am doing wrong. Anyone else have this issue?
@AceExoticZ2 ай бұрын
edit: Fixed this issue and forgot to update comment.
@K1N3RGY Жыл бұрын
On the debug it doesn't add an item, checked on server side and client and it shows Server 0 None = 0. Using UE5.3 and been over the video twice just incase I missed something. Anyone have any ideas? Seems as though it's not picking up the data base for the item name "none" ? *** SOLVED*** In the TestItem_BP you need to add a Quantity in the details panel, defaulted at 0.
@K1N3RGY Жыл бұрын
@1stDegree Did you change it in the item bp?
@emperorscotty Жыл бұрын
I am following it and starting to understand the logic but majority of it is just copying and not understand whats going on. TT so if i want to program something without a guide I barely have an idea and even if I made something not sure it would work in server side. Update: I also made a door before stating this tutorial in the same world and i discovered its bugged when i run it on server side. The door doesnt open and close on other screen when opposite player does it but it actually opens and closes so player cant walk through after opening it because they cant see other player has it closed TT. No idea how to fix it.
@mushmello52611 ай бұрын
Basically what programming is about. Let the others do the work and just copy it :p For me it helps to "translate" the logic into sentences, or questions" Task: Add an item to the inventory. So What happens? You could add the item to a slot in the inventory. What if it's full? Then you add it to the first one that already has the item, but is not full. What if there is no slot with the item and space? Then you need to use a new slot. What if there is none? etc Basically it's just a bunch of "What if"s that come up when you think about it
@bugpfeife Жыл бұрын
Doesn't have to do with the Inventory directly but anybody experienced the game running in slow motion when testing with server and client? Maybe I need to assign more Memory or something? I'm using Unreal 5.3
@BlueBeam10 Жыл бұрын
He did some garbage coding in the pick item stuff. He made it running on a tick function. So as soon as you pass through a pickable item, the function will start ticking and never stops.
@BlueBeam10 Жыл бұрын
@1stDegree His Tutorials are garbage anyway and should be avoided. He pauses as a professional who knows his shit but this is already the second 10 hours tutorial he makes about inventory because he can't get it right. He is just grinding the videos and watch time because he got a mega grant from unreal...
@JASG-gamedev11 ай бұрын
Ah, it feels like all i did was copy what you did exactly, rather than learn anything here. Any idea how to actually break it down into elements that can be learned and applied, rather than just remaking things that's already been done?
@pengukim3 ай бұрын
What I've been doing is when I catch myself zooming through just copying the video, I pause to take a moment and run through what I just did to see if I understand the connections and why they're connecting. What I also did was I was doing the tutorial in my main project, then I took a small break before I got too far in and while everything was somewhat fresh in my mind and started a new project and tried to apply what I was following along with to to see how much actually stuck. I think I got a good 65ish% understood to this point but there were still some nodes I just couldn't remember so I had the episodes I needed slowly guiding me and I would pause before he explained to see if I could remember before I had the answers. What also helped me was just watching a few other tutorials before actually following along with one to learn about the different types of blueprints to use and when to use them. This helped me get a base understanding or at least and idea how they work to make it easier to understand when it's actually time to use them. Like I had a brief understanding on data tables so I was able to grasp that fairly easily when we got to that point in this series. Same with the concept of how components work and the bpi files, I was able to follow a little easier than I would have prior to just sitting and absorbing information from some other tutorials. That's just me and how I try to make sure I'm not falling too hard into tutorial hell though.
@bellisperennissturdivant Жыл бұрын
its telling me i have 1 item in my slot but not what it is
@jonasjq1 Жыл бұрын
I cant be the only one who thought of dantdm the whole time i was listenting and heard his voice lmao
@LoneWandere2 жыл бұрын
Hey Ryan, I was wonderingn why you recently did an inventory system series and then redid it again?
@minecraftman6252 жыл бұрын
He did one 8 months ago, and then this one starting a month ago
@Irishpierre2 жыл бұрын
In the beginning of this series he stated he wanted to redo it as he wasn't a fan of how he did it before since it got a little too messy
@emperorscotty Жыл бұрын
You forgot to change it from stepping near the items to clicking E for the message to pop up TT. So now the message pops up even if i dont press E. Did you fix it in tutorial 15 because that seems so far away but when i scanned the video titles seem like the only video where you make change to the message display.
@SalariaStudios10 ай бұрын
Hey everyone dont forget to check your execute pins. Spent 4hours reviewing this video trying to find out my mistake. fell a sleep at one point and woke up blurridly staring at the execute on find any unpinned
@davidvisa105310 ай бұрын
reading comments to find waht i missed
@IndagoCo Жыл бұрын
LogPackageName: Warning: DoesPackageExist called on PackageName that will always return false. Reason: Input '' was empty.
@Abc-tx4zr2 ай бұрын
How does anyone ever figure this out lol
@djrj9367 Жыл бұрын
wow these tutorials are all screwed up , i cant seem to find the other inventory system recordings some things are missing or you fix stuff off screen , this whole tutorial is a waste of time . 4 hours wasted .. got all the way to the making widgets and slots and now lost cuz now variables are different... where did map library go you now have "content FSlot String" while i have "map library" "Inventory Content". IDK this was a horrible experience note to self try another tutorial maker .
@dorian7119 Жыл бұрын
@djrj9367 He made a new series of tutorials a few months ago from scratch, you may have followed the old videos then this series
@GreenY_HumanzeE Жыл бұрын
Yeah you need to check which tutorials you are following, ive had nothing like that, he has them all in a playlist now to make it easier for you to follow.
@SuicyanideGamesАй бұрын
I became curious and decided to add a portion to the While Loop completion. Instead of just returning the success and the Quantity Remaining, I made it first print the pickup action to the screen. I put an append on a print string between the While Loop completed and the return node. Append A stated "You picked up " with Append B being the original quantity of the stack that was picked up minus the amount that was remaining from being at full inventory, if any. Append C is a space. Append D is the ItemID of the item picked up, and Append E is "(s)." I then changed the stack of my square (named apple) to contain 5 in the stack. I compiled and ran. When I picked up the item, I received text stating "You picked up 5 apple(s)." But when I pressed 1 to check my inventory contents, apples was still at 0. Not sure what changed.
@SuicyanideGamesАй бұрын
I can only assume, the setting i changed in TestItem > ItemDataComponent > Details > Default > Quantity is not the proper way to identify that there are multiple items in the stack you are picking up. Changing this back to 1 corrected the issue.
@SuicyanideGamesАй бұрын
And I found that if I put down multiple objects to pick up, I will receive one apple into my inventory upon collecting the first item. And it prints that I picked one up. When I pick up the next one, it goes back to a total count of 0 in my inventory. I thought maybe picking up a third object would make it go back to 1 in the inventory, but it remains at 0 no matter how many more I pick up.
@FireLolojkiskushitel2 ай бұрын
Here is 1 bug, if u take for example 11, but ur inventory only for 10, it must left 1 on the ground, but if another guy took it he take 10 too, stack size on the ground is doesnt changing, dont forget to add function, but may be author will fix that in next vids(idk).
@rene9844 Жыл бұрын
I have an issue, that my first player, shows all of my items on the debug but the second Player does not. Does anyone know, why?